Table feel
Moderately interactive game with a good balance of direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but cooperation is not a major focus.
This is a short game that centers on trading cards and making wise, small decisions to navigate a medieval tech tree and build a village. Players pick up 6 cards at the beginning of each round and play their hands simultaneously, building what they can and trying to trade with ea...
Players
2-4
Time
?-?
Age
12+
Weight
1.33
Rating
6.12
Should this hit the table?
Moderately interactive game with a good balance of direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but cooperation is not a major focus.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderately interactive game with a good balance of direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but cooperation is not a major focus.
Village in a Box has a high variability gameboard, with different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and allows players to improve their strategy over time. The player interaction score is good. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, offering a balance between accessibility and depth. Overall, Village in a Box has a strong replayability score of 8.09.
Village in a Box has a moderate influence of luck. Random elements, such as dice rolls and card draws, have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.
Overview
This is a short game that centers on trading cards and making wise, small decisions to navigate a medieval tech tree and build a village. Players pick up 6 cards at the beginning of each round and play their hands simultaneously, building what they can and trying to trade with each other. At the end of each round, a player may hold no more than 2 cards to carry into the next round. The cards represent little buildings or territories, each of which are worth a certain number of points. More advanced buildings require less advanced buildings to be completed first, structured around a low-impact, discoverable tech tree. The graphics contain paths and other elements that allow players to position the cards to create an aerial view of their village over the course of the game. Each card is worth a few points; the game ends when any village is worth over 20 points, and the player with the most points in his village wins the game.
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